395 lines
8.7 KiB
INI
395 lines
8.7 KiB
INI
[fuse]
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name = br_gunship_fuse
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lifetime = 6
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death_fuse = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = DpPortengine
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at_t = 0.000000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_large04
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hardpoint = DpPortengine
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at_t = 0.000000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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at_t = 0.000000
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group_name = Br_port_eng_lod1
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fate = disappear
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[start_effect]
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effect = gf_explosion_br_gunboat_damage
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#3
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_flash01
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#2
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_hp_attachment]
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hardpoint = HpTurret_b4_03
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at_t = 0.290000
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fate = debris
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = HpShield01
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at_t = 0.290000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_flash01
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hardpoint = HpShield01
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at_t = 0.290000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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at_t = 0.300000
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group_name = br_tail_lod1
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fate = disappear
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#3
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hardpoint = DpCntrlTwr
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at_t = 0.500000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = DpCntrlTwr
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at_t = 0.590000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_flash01
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hardpoint = DpCntrlTwr
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at_t = 0.590000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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at_t = 0.600000
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group_name = br_cntrl_twr_lod1
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fate = disappear
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#2
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hardpoint = DpCntrlTwr
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at_t = 0.650000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_bigexp
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hardpoint = DpCntrlTwr
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at_t = 0.980000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = DpTail
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at_t = 0.980000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_sectional01
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hardpoint = DpCntrlTwr
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at_t = 0.980000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = Hprunninglight07
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at_t = 0.930000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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at_t = 0.950000
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group_name = br_port_wing_lod1
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fate = debris
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[destroy_group]
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at_t = 0.990000
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group_name = br_star_wing_lod1
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fate = debris
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[destroy_root]
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at_t = 1.000000
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[fuse]
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name = br_gunship_player_fuse
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lifetime = 6
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death_fuse = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = DpPortengine
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at_t = 0.000000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_large04
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hardpoint = DpPortengine
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at_t = 0.000000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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fate = disappear
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at_t = 0.000000
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group_name = dsy_dummy_group
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[start_effect]
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effect = gf_explosion_br_gunboat_damage
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#3
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_flash01
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#2
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hardpoint = HpShield02
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at_t = 0.200000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_hp_attachment]
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hardpoint = HpTurret_b4_03
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at_t = 0.290000
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fate = debris
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = HpShield01
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at_t = 0.290000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_flash01
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hardpoint = HpShield01
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at_t = 0.290000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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at_t = 0.300000
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group_name = br_tail_lod1
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fate = disappear
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#3
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hardpoint = DpCntrlTwr
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at_t = 0.500000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = DpCntrlTwr
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at_t = 0.590000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_flash01
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hardpoint = DpCntrlTwr
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at_t = 0.590000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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at_t = 0.600000
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group_name = br_cntrl_twr_lod1
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fate = disappear
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[start_effect]
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effect = gf_explosion_br_gunboat_flashbang#2
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hardpoint = DpCntrlTwr
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at_t = 0.650000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_bigexp
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hardpoint = DpCntrlTwr
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at_t = 0.980000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = DpTail
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at_t = 0.980000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = explosion_sfx_csx_sectional01
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hardpoint = DpCntrlTwr
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at_t = 0.980000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[start_effect]
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effect = gf_explosion_br_gunboat_smallboom
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hardpoint = Hprunninglight07
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at_t = 0.930000
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pos_offset = 0, 0, 0
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ori_offset = 0, 0, 0
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attached = true
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[destroy_group]
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at_t = 0.950000
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group_name = br_port_wing_lod1
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fate = debris
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[destroy_group]
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at_t = 0.990000
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group_name = br_star_wing_lod1
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fate = debris
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[destroy_root]
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at_t = 1.000000
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[fuse]
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name = br_gunship_burning_fuse01
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lifetime = 5.000000
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death_fuse = false
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[start_effect]
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effect = explosion_sfx_csx_large02
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hardpoint = HpMount
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at_t = 0.000000
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[start_effect]
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effect = gf_continuous_fire
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hardpoint = HpRunningLight01
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hardpoint = HpRunningLight02
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hardpoint = HpRunningLight03
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hardpoint = HpRunningLight04
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hardpoint = HpRunningLight05
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hardpoint = HpRunningLight06
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hardpoint = Hprunninglight07
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hardpoint = HpRunningLight08
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hardpoint = HpRunningLight09
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hardpoint = HpRunningLight10
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hardpoint = HpRunningLight11
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hardpoint = HpRunningLight12
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hardpoint = HpRunningLight13
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hardpoint = HpRunningLight14
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hardpoint = HpRunningLight15
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at_t = 0.000000
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attached = true
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[start_effect]
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effect = gf_continuous_fire
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hardpoint = HpRunningLight01
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hardpoint = HpRunningLight02
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hardpoint = HpRunningLight03
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hardpoint = HpRunningLight04
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hardpoint = HpRunningLight05
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hardpoint = HpRunningLight06
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hardpoint = Hprunninglight07
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hardpoint = HpRunningLight08
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hardpoint = HpRunningLight09
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hardpoint = HpRunningLight10
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hardpoint = HpRunningLight11
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hardpoint = HpRunningLight12
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hardpoint = HpRunningLight13
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hardpoint = HpRunningLight14
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hardpoint = HpRunningLight15
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at_t = 1.000000
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attached = true
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[fuse]
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name = br_gunship_burning_fuse02
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lifetime = 5.000000
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death_fuse = false
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[start_effect]
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effect = explosion_sfx_csx_large02
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hardpoint = HpMount
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at_t = 0.000000
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[start_effect]
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effect = gf_continuous_fire
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hardpoint = HpRunningLight01
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hardpoint = HpRunningLight02
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hardpoint = HpRunningLight03
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hardpoint = HpRunningLight04
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hardpoint = HpRunningLight05
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hardpoint = HpRunningLight06
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hardpoint = Hprunninglight07
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hardpoint = HpRunningLight08
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hardpoint = HpRunningLight09
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hardpoint = HpRunningLight10
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hardpoint = HpRunningLight11
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hardpoint = HpRunningLight12
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hardpoint = HpRunningLight13
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hardpoint = HpRunningLight14
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hardpoint = HpRunningLight15
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at_t = 0.000000
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attached = true
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[start_effect]
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effect = gf_continuous_fire
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hardpoint = HpRunningLight01
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hardpoint = HpRunningLight02
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hardpoint = HpRunningLight03
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hardpoint = HpRunningLight04
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hardpoint = HpRunningLight05
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hardpoint = HpRunningLight06
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hardpoint = Hprunninglight07
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hardpoint = HpRunningLight08
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hardpoint = HpRunningLight09
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hardpoint = HpRunningLight10
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hardpoint = HpRunningLight11
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hardpoint = HpRunningLight12
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hardpoint = HpRunningLight13
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hardpoint = HpRunningLight14
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hardpoint = HpRunningLight15
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at_t = 0.500000
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attached = true
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[start_effect]
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effect = gf_continuous_fire
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hardpoint = HpRunningLight01
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hardpoint = HpRunningLight02
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hardpoint = HpRunningLight03
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hardpoint = HpRunningLight04
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hardpoint = HpRunningLight05
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hardpoint = HpRunningLight06
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hardpoint = Hprunninglight07
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hardpoint = HpRunningLight08
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hardpoint = HpRunningLight09
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hardpoint = HpRunningLight10
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hardpoint = HpRunningLight11
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hardpoint = HpRunningLight12
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hardpoint = HpRunningLight13
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hardpoint = HpRunningLight14
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hardpoint = HpRunningLight15
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at_t = 1.000000
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attached = true |